rFactor 2 | Q2 Content Release and Patch Out Now


The second update and content drop in 2022 for rFactor 2 is now live on Steam, it includes an extensive changelog, graphical enhancements, and 5 new pieces of content.

Just like before the Q1 update in February, Studio 397 have been teasing and hinting towards updates, enhancements and releases over the last few feeks, then they've slowly been building up to the release with content announcement. The content is now on Steam, ready for purchase.

The content being released in the Q2 drop is mainly based around BTCC, with two cars from the 2021 British Touring Car Championship, a RWD Infinity and a FWD Toyota, finally bringing touring cars with different drivetrain-solutions to rFactor 2. Couple with the BTCC cars, we also find Donington Park and Brands Hatch. Keen followers of rFactor 2, and the Motorsport Games-saga, will probably recognize this as content made for the planned BTCC game. In addition to the BTCC content, Studio 397 have also added Laguna Seca to the Q2 pack, making it 2 cars, 3 tracks and a total of 5 different layouts.

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In addition to the new DLC. rFactor 2 has also been given a new sound engine, with special care given to headphone and VR users.
There has also been an update to particles and sparks, to make the rooster-tails of water, sparks and debris look more realistic and better. They should now also behave in a more accurate way, and interact with the shape of the cars making them. Shift protection and refined engine and brake cooling has also been added with this update, and older content will get these updates in the coming weeks and months.
Wet Weather have also been given an overhaul, from how the rain falls and dries on the circuit, to how the grip changes in different conditions.

Many issues have also been patched, for an extensive list see the next page here

If you want to try out the new content in a fun and friendly race-setting, the RaceDepartment rFactor 2 Club will do like the real life British Touring Car Championship, and racing on Brands Hatch Indy this Friday. RaceDepartment Club Racing is open to all premium members of RaceDepartment. For more information, visit the Racing Club subforum.

rFactor 2 Changelog

Steam Build IDs:
Client
: 8703241
Dedicated Server: 8703245

General​

  • Updated Safety Car added to Retail and ModDev. Old Safety Car removed.
  • Added a visual driving line feature, this can be toggled from settings.
  • Removed texture cache to simplify loading.
  • Added an option to set the amount of water on roads at the start of a session.
  • Increased the rate of RealRoad calculations by approximately x4.
  • Added a server option to disable faster real road calculations, as this adds approximately an extra 4KBps per client to server overheads.
  • Improved real road update rates. They’re now separate per real road property, with wet road having a higher update rate.
  • Minor update to default weather conditions for different profiles (Rainy/Overcast/Sunny etc).
  • New algorithm for wet road calculations effecting how quickly surfaces get wet and dry, taking into account drainage, humidity, ambient temperature and sky weather conditions.
  • Updated tyre grip calculations on rubbered in areas when surfaces are wet.
  • Updated how road and rain conditions are reported. Old percentage values now snap to a set percent for each tyre of condition, masking the true absolute condition in the game. The Default HUD has been updated to show a text description.
  • Corrected Rear Flap System default wet weather disable point to work with new weather ranges.
  • Fixed an issue where Cameras constrained to specific paths would not work correctly in replays.
  • Extended Freelook mode to allow control via joypads as well as adjustments of exposure, aperture, sensor size and focus.

Graphics​

  • Added spark effects.
  • Decreased interval of Static Mapper updates from 5 minutes to 10 seconds. This should result in smoother lighting changes at dawn / dusk and as weather conditions change.
  • Corrected Sky Colour to remove Cyan effect.
  • Slight adjustments to exposure for sky colour adjustments when sun at it’s highest.
  • Minor Atmospheric Corrections, including linking AirMass to AirPollution.
  • Reducing fog brightness slightly.
  • Reduced Exposure a touch when the sun is around 10 degrees of altitude.
  • Improved cloud selection at different weather settings.
  • Minor cloud texture improvements.
  • Fixed an issue where Clouds would disappear at really high altitudes.
  • Fixed issues with lighting interpolation in sky rendering at Dusk/Sunrise, which would result in jumps in lighting values.
  • Fixed puddle splashes not setting when rain drops are not used (set to off or scene viewer).
  • Fixed lighting on spray during wet conditions, and tweaked particle profile.
  • Updated reflections on PBR Road and Curb Shaders.
  • Updated Rain Particle settings and fixed rendering on ultra wide screens.
  • Passed through particle settings refining Spray, Dust, Smoke and more.
  • Fixed an issue in VR where the scene would over exposure.
  • Fixed an issue in VR where replay mode would not render correctly.

Physics​

  • Implemented enhanced cooling system for oil & water. This includes new parameters in the .hdv file. The new model includes:
    • Direct heat transfer between water and oil.
    • Oil radiator.
    • Switchover Thermostat.
  • Separated front and rear brake ducts.
  • Added configurable gear shift protection.

AI​

  • Added AI Dry Tyre strategy (Random Dry Tyre in Practice, Softs in Qualifying and try to pick an appropriate tyre for race strategy in race).
  • AI now check if to change Tyre Type just before the pit road entry rather than at the start of the lap.
  • Fixed various issues around AI Tyre Selection when session changes and weather changes – such as not switching to wet tyres when it was dry before but now is wet.
  • Fixed an issue with calculating road conditions when changing session where they would not fully compute.
  • Fixed an issue where cars that don’t allow pit stop refuelling would run a full tank in practice and qualifying.
  • Prevent AI from leaving pits in closed session.
  • Fixed an issue where if there was a set of valid wet tyres, intermediate tyres would default to dry tyres.

UI​

  • Always show official sticky servers in the server list even if filters are active.
  • Enabled “Restart warmup” button also when event is in race session.
  • Updated button layout in session controls and setup summary.
  • Added fading out of screen when leaving event or replay.
  • Added condensing of tire name when too long to fit in event standings table.
  • Added help text when hovering over various settings.
  • Added music to showroom.
  • Changed breaking of long chat lines so they only break on full words.
  • Fixed getting stuck in assign control pop-up after assigning tab key.
  • Disabled user text selection everywhere except in text fields.
  • Added highlighting of assigned control key values when hovering over with mouse.
  • Improved transition between different profiles in graphics and gameplay settings menus.
  • Refined styling of car classes in event screen.
  • Refined styling of car classes in fullscreen standings ticker.
  • Disabled “Default max wheel angle” setting when “Max wheel angle mode” is set to automatic.
  • Disabled “Steering wheel range” setting when “Range set by vehicle” setting is enabled.
  • Hid the car selection list when the drive/spectate pop-up is showing when joining a server directly with a join link.
  • Changed searching for cars and tracks so that the list scroll position is kept at the top after search (clearing the search text will scroll to the selected item).
  • Enabled car selection on server during a practice session.
  • Made it possible to add multiple custom graphics profiles.
  • Made it possible to add multiple custom gameplay difficulty profiles.
  • Always sort “All Tracks & Cars” to the top of the list in singleplayer series selection.
  • Added fallback image for showcase tile in case the actual image cannot be loaded.
  • Updated showcase, news and store tiles background image positioning and scaling.
  • Added option to expand server chat window to full height.
  • Setup notes for the highlighted setup (the one you clicked on in the setup list but not yet loaded) are now shown on the setup summary page.
  • Setup notes can now be typed in the setup summary page (the setup still has to be saved to save the changes).
  • When saving a setup, the folder for the current track will be selected by default (instead of the folder of the loaded setup).
  • Removed automatically expanding all found items in car and track selection after search.
  • Added highlighting of selected opponent filters.
  • Fixed multiplayer screen with drive/spectate pop-up showing too soon when using +connect to join a server, and if and when content install is still in progress.
  • You can now select car upgrades directly from the car selection screen without going to the showroom (both in singleplayer and multiplayer).
  • Disabled singleplayer grid position setting if qualifying is enabled.
  • Added two new gearbox graphs:
    • Top speed per gear
    • RPM after upshift
    • The existing graph, gear spacing, is kept as a third option
  • Fixed occasional blank page in the first launch wizard when going to the exit screen and back.
  • Reordered difficulty settings and sliders.
  • Singleplayer RealRoad settings are now enabled only when the weather preset is set to “Scripted”.
  • Renamed “Steering effects strength” setting to “Force feedback direction”.
  • Singleplayer “Race Laps” and “Race Time” settings are now disabled/enabled based on the “Finish Criteria” setting.
  • A singleplayer session can now also be enabled by clicking on the disabled session button in quick event.
  • The “Drive” button now changes to a “Next session” button when session time runs out in singleplayer.
  • Skipping the first launch wizard now takes you to the content selection page, instead of skipping the whole wizard. You can also skip the content selection from there.
  • You can now skip the first launch wizard from any page.

Modding​

  • Added IBL Visualizer Debug tool to Scene Viewer (already present in ModDev).
  • Added Texture UV Mip Debug tool to Scene Viewer (already present in ModDev).
  • Added AI Vocal Strategy Player File debug option for Mod Dev (Pit Strategies, Tyre Changes and when selected what they are doing – can be expanded in future).
  • Fixed overcast preview mode (note: this is not exactly the same as in game).
  • Updated sample wet masks at Loch Drummond.

Sound​

  • New Sound Engine
    • New 3D rendering.
    • Vastly increased amount of simulataneously playing effects.
    • Environmental effects and filtering system.
    • Proper cockpit filtering.
    • Autodetection of open and closed cockpits for environment effects and filtering.
    • Sound effects such as skid, kerbs, gravel, wind, suspension and many more now work online and in replays.
    • Support for full surround sound setups.
    • HRTF support (Binaural headphone experience).
    • Vastly improved VR experience.
    • Backwards compatible.
    • Many new sound effects.
    • Support for trackside broadcast microphones.
    • Every car causes audible ambient noise around the whole track.
    • Brand new, modern, customisable file format with much more freedom for audio designers.
    • Improved debugging tools for dev mode.
About author
Ole Marius Myrvold
I've been a motorsport-fan for as long as I can remember. Initially a rallycross-maniac, but got into F1 around the time I started school. Got my first sim when I was 7, but didn't start properly until I got a wheel when I was 12. Been a staff at RaceDepartment since 2012. Mainly the dirty-guy who does rally-stuff here. But also management-titles and rFactor 2.

Comments

Premium
Only the Formula Pro, the Dallara IR18 and the Oreca have received a specifically developed sound tune up. Other official content will receive with time specific improvements.
However, virtually all content benefits from the new sound engine.
There are settings which require some personal tweaking, as there will be mod dependent variations, as well as system dependent variations.
In any case, Devin Braune, one of the developers directly involved in the sound engine revamp gives the following advice:
  1. Set on Windows, RF2’s app specific volume to 100%;
  2. In game use the master volume slider (typically 35/50% should blast your ears with engine music);
    the above is devised to avoid "sound clipping"
  3. Set maximum number of effects to 256.
  4. Then, on legacy settings:
    Effects 50%
    Onboard 80/100%
    Tyres 60%
 

Sound​

  • New Sound Engine
    • New 3D rendering.
    • Vastly increased amount of simulataneously playing effects.
    • Environmental effects and filtering system.
    • Proper cockpit filtering.
    • Autodetection of open and closed cockpits for environment effects and filtering.
    • Sound effects such as skid, kerbs, gravel, wind, suspension and many more now work online and in replays.
    • Support for full surround sound setups.
    • HRTF support (Binaural headphone experience).
    • Vastly improved VR experience.
    • Backwards compatible.
    • Many new sound effects.
    • Support for trackside broadcast microphones.
    • Every car causes audible ambient noise around the whole track.
    • Brand new, modern, customisable file format with much more freedom for audio designers.
    • Improved debugging tools for dev mode.
No,it isn't .But good for a "brand new" hype.
 
Premium

Sound​

  • New Sound Engine
    • New 3D rendering.
    • Vastly increased amount of simulataneously playing effects.
    • Environmental effects and filtering system.
    • Proper cockpit filtering.
    • Autodetection of open and closed cockpits for environment effects and filtering.
    • Sound effects such as skid, kerbs, gravel, wind, suspension and many more now work online and in replays.
    • Support for full surround sound setups.
    • HRTF support (Binaural headphone experience).
    • Vastly improved VR experience.
    • Backwards compatible.
    • Many new sound effects.
    • Support for trackside broadcast microphones.
    • Every car causes audible ambient noise around the whole track.
    • Brand new, modern, customisable file format with much more freedom for audio designers.
    • Improved debugging tools for dev mode.
No,it isn't .But good for a "brand new" hype.
It is as backwards compatible as they could make it and, according to the Devs, most of the time spent on the development was to insure that it was, precisely, "as compatible as possible".
Check the settings I mentioned above and try them as they make a world of difference.
AND, try the Corvette C6R GT2. I can guarantee you that it will knock your pants off...
 
I was telling in previous comments rf2 died.. sorry i took package with btcc and 3 tracks.. dialed my sc2pro like sheet with no hapiness, and the rf2 god came i dialed it!!! What an expierence! Best TCR cars i drove , please guys do not put original cars of 397 studio on Mod track it will feel not ao good even very bad! I said i love iR very much crystal clear view on my tripples 3X27” 1080p, but R3e the most liked tcr cars feels like dead on ffb, compared to rf2. sc2pro users download most popular simucube rf2 profile, good settings, do not forget! Important! Tu torn down ffb for each car to 30-40 percent!!! Crucial setting! It is ok now when i heard that if we fo this way there is finally a light in forest! But rhis guy which is not working anymore, he did all this job? If yes **** them! Cause this pack is something else! iR lover/before hater, i care about cars and emotion! Damn this is greatest pack of year!
 
Now this is off-topic in relation to latest rF2 content drop, bug fixes and improvements, but just have to share my experience.

Just rejoined rF2 this evening after several months of break.
Now first time VR racing rF2 with my mid-low spec hardware (Quest 2 + RX 580 + Ryzen 5 5600X)

Must say I'm positively surprised.
It seems the VR performance on more combos tops even my best and VR-optimized settings for AC, AMS2 and PC2 for more car+track combos.
Especially the far distance sharpness + contrast is superior to my other sims with my hardware.
And this is even without finetuning anything in rF2 for my first race, just medium settings with MSAA switched off.
Just had splendid VR races
First in the Larousse LC88 with full F1 1988 grid @ 1988 Imola in sunny weather
- best VR performance of all my VR experiences so far (as a new VR user, on my 2nd week)!
Then the Callaway GT3 with full GT3 field @ Sebring in heavy rain at night with higher rF2 graphic settings.
- again quite good performance speaking sharpness both near distance cockpit view and far distance with full traffic, and fine immersion. I can fully live with FPS dropping to ~35-40 with quite high settings bearing in mind my GFX.

Must say I'll give rF2 a chance once again, though there's still plenty of room for AI work for more combos. Last time I raced rF2, the AI work was splendid for Radical SR3 and GT-class races @ Portland, personally I think the AIW track work at Portland could be used as benchmark for improving AIW at other rF2 tracks.
 
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